Base Class: Sorcerer
Your innate magic come from the Ethereal Plane, both the Border and the Deep Ethereal. Perhaps, one of your ancestors were a common traveler of those lands, or perhaps you were unlucky enough to be kidnaped for a phase spider who carried you to the ethereal planes. Since you were exposed in some way to this energy at a very young age, you feel related to the creatures of theese planes. Althought at first the visions of the Ethereal plane overwhelmed and fightened you, you have learned to live with them, and now it is as natural to you as breathing.
Ethereal Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Ethereal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Necromancy or Illusion spell from the sorcerer, warlock, or wizard spell list.
| Nivel | Descripción |
|---|---|
| 1 | Inflict Wounds |
| 3 | Spiritual Weapon |
| 5 | Blink |
| 7 | Phantasmal Killer |
| 9 | Dream |
Etherealness
From 1st level, while you are not wearing armor or carrying a shield or weapons, you can use your bonus action to summon a ghostly force from the ethereal planes. It lasts 1 minute, and ends if you become incapacitated or if you decide to end it at will.
While you have Etherealness active, you gain the following benefits.
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You gain your Charisma modifier as bonus AC.
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Your hands are imbued with ethereal force, as if they were those of a ghost. Your unarmed attacks deal 1d6 necrotic damage, and you use your Charisma modifier on attack and damage rolls when you make an unarmed strike. The damage die increases at level 5 (1d8), and at levels 10 (1d10) and 15 (1d12).
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You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
On Etherealness, your appearance will changue from slightly to drastically, as your ethereal power increases. This appereance could be similiar to a ghost, a banshee, a spectre or any other ethereal creature.
You can use this trait a number of times equal to your Proficiency bonus. Then, you will need a long rest to recover your uses.
Ethereal Eyes
From level 1, you can see 60 feet in the Ethereal plane when you are in the Material plane and vice versa and blindsight on a 10 feet radius. Within that range, you can see an invisible creature, unless the creature successfully hides from you.
Extra Attack
Starting at 6th level, when you take the Attack action during your turn, you can make two attacks instead of one. Additionally, you can cast one of your cantrips instead of one of those attacks.
Incorporeal Movement
At level 14th, while you have Etherealness active, you can move through other creatures and objects as if they were difficult terrain you take 1d10 force damage if you end your turn inside an object.
Ghostly Scream
At 18th level, every time you use your action to activate your Etherealness, you can spend one sorcery point to make a ghoslty scream. Immediately after that, each creature on a 20 feet sphere originating from you must make a Constitution saving throw against your spell save DC. On a failed save, a creature get Stunned until the end of its next turn and take 3d10 phychic damage. On a succesful save, the creature take half as much and don't get stunned. A creature that has been affected by the ghostly scream before within 24 hours can make the saving throw with advantage.
The ghostly scream emits a terrifying sound that is audible out to 100 feet. Each creature with Intelligence lower than 5 get Frightened for 1 minute.
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